02-15-2016
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Banned
Join Date: Sep 2011
Location: fighting alt-right
Posts: 2,570
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Yes, there would be both squads and factions. To sum that up, upon starting Zone for the first time, you choose one of two factions, each with their own incentive. Then when that player creates a squad, that squad automatically becomes part of the faction the player originally chose (I revised the original idea a bit). Now the creator of the squad can only recruit players belonging to that faction. And to the question of where the resources go, they really don't go anywhere, they just stay in the inventory like ZC would. Those resources are collectively added up from every single player of a single faction, and then compared with the total amount of resources belonging to the other faction. In the menu, there could be a resource database that shows the current stats of each faction, and a ratio of who's winning. Then when you open your map, it shows the territory of each faction. In Ingress, it probably won't ever go past a 40:60 percentage of territory owned by each faction, and typically stays at about 50:50. I would expect something similar in Zone. So there would not only be even more basing competition than before, but also faction competition, and PK competition. Sparring can also be in the mix as well. Oh, and trading competition as I explained in the long ass OP. In fact, all of these gameplay areas would be linked with the introduction of resource competition, so competition will then span across all aspects of Zone on a small scale and a large scale. Other squads can still take bases belonging to their own faction, it just won't take away resources from the defending squad, so squads have the choice to either go for hours or go for resources. Same with trading, they have the choice to either go for ZC or go for resources. In PK and spar, they essentially get resources either way, which is where gun regulation comes in. As we already talked about in other threads, the economy heavily influences PK/spar systems in zone, so it's all linked together. |
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02-15-2016
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Registered User
Join Date: Feb 2016
Posts: 189
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Dear sir I hope you don't get too aggressive and understand not everyone here have a perfect vision I support your concept, but I think you should address the flaws and advantages in a better formatted manner, maybe reserve the second and third post? Again, please don't get too aggressive with me, thank you |
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02-15-2016
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Registered User
Join Date: Dec 2014
Location: Sweden
Posts: 570
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02-15-2016
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Banned
Join Date: Sep 2011
Location: fighting alt-right
Posts: 2,570
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As you said, a faction bias might cause the balance to skew. That's why it's best to limit factions to two, and three is pushing it. As for a lack of a better analogy, I'm going to compare this to pokemon instead. You have three different pokemon to choose from, but you really don't know which pokemon they are, unless you do your research beforehand. I don't know exactly what the ratio is of the amount of people that pick each type of pokemon, but it's probably going to be pretty close to 1:1:1. New players probably don't do their research upon downloading zone, so they'll blindly pick a faction based on which one reflects them best (their personality). That's should be the incentive, their own personality. Back to the pokemon analogy, once you choose the pokeball you want, you can then see which pokemon you actually got. This is why the weapon that goes along with the faction shouldn't be revealed until after you choose the faction. On second thought, maybe the option to switch factions shouldn't exist. |
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02-15-2016
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PigParty🐷
Join Date: Apr 2013
Location: PigPen
Posts: 2,913
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